CommonLibVR
ScreenSplatter.h
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1 #pragma once
2 
4 #include "RE/B/BSTSingleton.h"
5 #include "RE/N/NiSmartPointer.h"
6 
7 namespace RE
8 {
9  class NiCamera;
10  class NiNode;
11  class NiSourceTexture;
12 
13  class ScreenSplatter : public BSTSingletonSDM<ScreenSplatter>
14  {
15  public:
17  {
18  REL::Relocation<ScreenSplatter**> singleton{ RELOCATION_ID(514512, 400672) };
19  return *singleton;
20  }
21 
22  void Clear()
23  {
24  using func_t = decltype(&ScreenSplatter::Clear);
25  static REL::Relocation<func_t> func{ RELOCATION_ID(16175, 16407) };
26  return func(this);
27  }
28 
29  // members
30  std::uint8_t pad01; // 01
31  std::uint16_t pad02; // 02
32  std::uint32_t pad04; // 04
35  float wRadius; // 18
36  float hRadius; // 1C
37  bool enabled; // 20
38  bool pad21; // 21
39  std::uint16_t pad22; // 22
40  std::uint32_t uiCount; // 24
42  private:
43  KEEP_FOR_RE()
44  };
45  static_assert(sizeof(ScreenSplatter) == 0x40);
46 }
#define KEEP_FOR_RE()
Definition: PCH.h:713
#define RELOCATION_ID(SE, AE)
Definition: PCH.h:702
Definition: Relocation.h:210
@ kTotal
Definition: BSBloodSplatterShaderProperty.h:25
Definition: NiSmartPointer.h:9
Definition: ScreenSplatter.h:14
float hRadius
Definition: ScreenSplatter.h:36
bool enabled
Definition: ScreenSplatter.h:37
std::uint16_t pad02
Definition: ScreenSplatter.h:31
NiPointer< NiCamera > camera
Definition: ScreenSplatter.h:34
static ScreenSplatter * GetSingleton()
Definition: ScreenSplatter.h:16
bool pad21
Definition: ScreenSplatter.h:38
float wRadius
Definition: ScreenSplatter.h:35
NiPointer< NiSourceTexture > textures[BSBloodSplatterShaderProperty::kTotal]
Definition: ScreenSplatter.h:41
void Clear()
Definition: ScreenSplatter.h:22
NiPointer< NiNode > root
Definition: ScreenSplatter.h:33
std::uint32_t pad04
Definition: ScreenSplatter.h:32
std::uint32_t uiCount
Definition: ScreenSplatter.h:40
std::uint8_t pad01
Definition: ScreenSplatter.h:30
std::uint16_t pad22
Definition: ScreenSplatter.h:39
Definition: AbsorbEffect.h:6
Definition: BSTSingleton.h:50